コード例 #1
0
 public void InterInitialize(UnitCtrl owner, bool initializeAttackOnly, UnitCtrl seOwner, int unitid)
 {
     LoadUnitActionController(unitid);
     Owner = owner;
     staticBattleManager = BattleManager.Instance;
     unitSkillData       = MainManager.Instance.UnitRarityDic[unitid].skillData;
     Initialize(owner, unitid, initializeAttackOnly, seOwner);
 }
コード例 #2
0
    private void loadEffectFromUnitSkillData(UnitSkillData us)
    {
        addLoadEffectData(us.colorEffectId);

        addLoadEffectData(us.activeSkillEffect);

        loadEffectByBulletPatternIdAndAttackType((us.resourceId == null)?us.id:us.resourceId, us.exeData.type);

        loadEffectFromSkillEffect(us.skillEffects);
    }
コード例 #3
0
 public override void destroy()
 {
     base.destroy();
     skillData      = null;
     _unitSkillData = null;
     uiSlot         = null;
     skillInfo      = null;
     player         = null;
     mon            = null;
 }
コード例 #4
0
ファイル: UnitSkill.cs プロジェクト: ParkDaeyeon/ProjectB
            bool VerifyModel(UnitSkillData model)
            {
                if (this.map.ContainsKey(model.code))
                {
                    Debug.LogError(string.Format("UNITSKILL:DUPLICATED_CODE_EXCEPT:CODE:{0},\nMODEL:{1},\nOLD_MODEL:{2}",
                                                 model.code,
                                                 model,
                                                 this.map[model.code]));
                    return(false);
                }

                return(true);
            }
コード例 #5
0
    public void SetLearnedSkillsBonusPreview(UnitSkillData learnedSkill, PartyUnit partyUnit)
    {
        switch (learnedSkill.unitSkill)
        {
        case UnitSkillID.Leadership:
            // update normal values
            SetUnitLeadershipInfo(partyUnit);
            break;

        case UnitSkillID.Offense:
            //SetUnitPowerInfo(partyUnit, learnedSkill);
            SetUnitPowerInfo(partyUnit);
            break;

        case UnitSkillID.Defense:
            SetUnitDefenseInfo(partyUnit);
            break;

        case UnitSkillID.Pathfinding:
            SetUnitMovePointsInfo(partyUnit);
            break;

        case UnitSkillID.Scouting:
            SetUnitScoutingRangeInfo(partyUnit);
            break;

        case UnitSkillID.Healing:
            SetUnitHealthInfo(partyUnit);
            break;

        case UnitSkillID.DeathResistance:
        case UnitSkillID.FireResistance:
        case UnitSkillID.WaterResistance:
        case UnitSkillID.MindResistance:
            SetUnitResistancesInfo(partyUnit);
            break;

        case UnitSkillID.ShardAura:
            break;

        case UnitSkillID.LifelessContinuation:
            break;

        case UnitSkillID.None:
            break;

        default:
            Debug.LogError("Unknown skill: " + learnedSkill.unitSkill);
            break;
        }
    }
コード例 #6
0
    public void setData(Monster monster, UnitSkillData sd)
    {
        player         = null;
        exeCount       = 0;
        mon            = monster;
        maxCoolTime    = sd.coolTime;
        coolTime       = maxCoolTime + sd.coolTimeStartDelay;
        _unitSkillData = sd;

        useMp = 0.0f;

        hasSkillAni = sd.hasSkillAni;

        sd.exeData.init(AttackData.AttackerType.Unit, AttackData.AttackType.Skill, sd);
    }
コード例 #7
0
 public override void destroy()
 {
     base.destroy();
     _player         = null;
     _heroMon        = null;
     unitData        = null;
     activeSkillData = null;
     mon             = null;
     aliveUnitDic.Clear();
     aliveUnitDic = null;
     if (uiUnitSlot != null)
     {
         uiUnitSlot.mon = null;
     }
     uiUnitSlot = null;
     infoData   = null;
 }
コード例 #8
0
ファイル: UnitSkill.cs プロジェクト: ParkDaeyeon/ProjectB
 UnitSkill(UnitSkillData assetModel)
 {
     this.assetModel = assetModel;
 }
コード例 #9
0
    public void setData(Monster heroMon, UnitData mud, UIPlayUnitSlot uiSlot = null)
    {
        _heroMon = heroMon;
        unitData = mud;

        uiUnitSlot = uiSlot;


        maxCoolTime = unitData.cooltime;

                #if UNITY_EDITOR
        if (uiSlot != null)
        {
            if (DebugManager.instance.ignoreCoolTime)
            {
                maxCoolTime = 0;
            }
        }
                #endif



        coolTime = maxCoolTime;

        useSp = unitData.sp;

        mon = null;
        canUseOneShotUnitSkill = false;
        activeSkillState       = UIPlayUnitSlot.STATE_ACTIVE_SKILL_COOLTIME;
//		if(uiUnitSlot != null) uiUnitSlot.activeSkillState = activeSkillState;


        if (heroMon.isPlayer)
        {
            _player = (Player)heroMon;

            useSp -= (useSp * _player.summonSpPercent(mud));

            activeSkillData = null;

            coolTime.Set(2.0f);             // player 들은 기본 쿨타임이 2초다.

            if (mud.skill != null)
            {
                foreach (string skillId in mud.skill)
                {
                                        #if UNITY_EDITOR
                    Debug.Log(mud.id + " " + skillId);
                                        #endif

                    if (GameManager.info.unitSkillData[skillId].activeSkillCooltime > -1)
                    {
                        activeSkillData = GameManager.info.unitSkillData[skillId];
                        break;
                    }
                }
            }

            if (activeSkillData != null)
            {
                resetActiveSkillCoolTime();
            }
        }

        if (heroMon.isPlayerSide)
        {
            aliveUnitDic = GameManager.me.characterManager.alivePlayerUnit;
        }
        else
        {
            aliveUnitDic = GameManager.me.characterManager.aliveMonUnit;
        }

        leftNum = 0;


        if (uiSlot != null)
        {
            uiSlot.unitSlot = this;
            uiSlot.init(unitData, infoData.transcendData, infoData.transcendLevel, _player);
        }
    }
コード例 #10
0
 public virtual void clear()
 {
     mon = null;
     nowUnitSkillData   = null;
     canUsePassiveSkill = true;
 }